Rinksmanship: Shuffle Breaker Dev Blog

21 08 2014

So I’ve been reworking the design of the rink in Shuffle Breaker. Right now I haven’t put it into the game again but here’s a couple quick previews in the renderer…



I’ve redone the UV mapping because it was a bit dodgy beforehand, and I also reworked the design of the goals. In addition, everything is now completely UV mapped so I will be able to use actual materials instead of just solid colors if I so desire.

Hopefully I’ll have this dropped into the game in the next few days.

Apologies for the lack of updates

3 07 2014

Due to a few extenuating real-life concerns I haven’t really been able to work on my games and other projects as much recently, but I have been working on them. Shuffle Breaker is getting some feedback and adjustments from the people at TIGSource as well as some of my friends. I also finally went back and textured the ship I was working on in Blender, deliberately going for a very flat, retro style:

Golden Jackal Front 3/4 View Golden Jackal Back 3/4 View

Granted it’s not perfect, but I think I learned quite a lot from doing it.

I’ve also been working on making textures and materials in Unity as a way of increasing artistic output. I did a set of wood textures which I think came out pretty well:

Two Types of Flooring Wood Paneling Basic Painted White Wood Fill with texturing A larger view of the test room

I’ve made diffuse, normal, and specular maps for everything, learned quite a bit, and feel pretty accomplished. I’m hoping maybe in the future to have something up on the asset store but we’ll see how that goes.

Tesseract Update, Version 0.2

21 09 2012

I did some more updating to Tesseract today after some feedback by a playtester. You can download the PC build here (WinRAR or 7zip needed).

-Contextual pickup notices for treasure and ammo now disappear when you are too far away to pick them up
-Enemy corpses can now be walked through by the player (players will still be blocked by live enemies)
-Weapons will no longer break if you switch them before the reload is done. Simply switch back to the weapon at any time when it’s empty and it will reload.

EDIT: Had a problem with the hyperlink, it’s fixed now.

First Steps: UDK Progress Report 1

5 12 2011

I reneged a bit on what I said because for reasons unbeknownst to me I’m really liking how my forays into UDK are coming along so far. Granted it’s just a bunch of BSPs with some lighting and default materials, but I figure it’s better than not updating for weeks at a time like normal.

So yeah, nothing really special, but you gotta start somewhere.

Back from Hiatus

29 11 2011

Ok so I know I said I’d be doing some UDK stuff, and I still am, it’s just that the last month was taken up by another side project. I attempted to write a novel for NaNoWriMo, unfortunately only getting half done before burning out, but still it was fun to make the attempt. Now I’m back at work on my UDK map idea, and hopefully should have something worth showing soon. By that I mean something that isn’t just a bunch of deftault materials and has some actual substance to it. Watch this spot, I guess.

Coming soon, Some UDK stuff

29 10 2011

So I know it’s been a while again, I’ve mostly been busy with work and as part of that I’ve been learning how to use the UDK more and more. After following some tutorials I feel I’ve got a better grasp of things and am now ready to try branching out into making something without following a bunch of pre-set instructions. Hopefully in the coming days and weeks I’ll have some progress to show.

Contesting: Frozen Assets Dev Blog

20 05 2011

It feels really good to finally be done this map, and to have submitted it for the contest at TF2maps.net. It also feels good to have done so much that I’d as of yet not done before in this map. I’m not going to really go screenshot-heavy in this post because not much changed save for a few bits added here and there, but rest assured in the near-future I’m going to have download links up as well as a media gallery that will show off not only the map but also the custom content I created for it.

The map formerly known as Slush Fund: Frozen Assets Dev Blog

11 05 2011

So the name change is official now. Slush Fund will hereafter be known as Frozen Assets.

I just finished going around the map testing out my latest set of changes which included putting in a fully working soundscape and almost completing the 3D skybox. I say “almost” because there’s still some minor graphical glitches that ruin the effect that I have to sort out. I also ran into some lighting issues that needed to be fixed. Those are fixed now in what I hope will be the “final” iteration of the Slush Fund/Frozen Assets development cycle but who knows.

I’ve also created two more custom posters that I’ve put inside my level, but lighting issues make them hard to read in-engine so i’ll just show them off along with some screenshots right after the jump:

Read the rest of this entry »

Urban Renewal: Slush Fund Dev Blog

4 05 2011

It’s certainly been a while. I’ve been hard at work building the 3d Skybox for Slush fund so it doesn’t look like it’s hanging out in the middle of the sky as much. I’ve only got one side completed thus far (the other side I had a couple problems with displacements) but the side that is complete looks pretty good. Of course you don’t have to take my word for it or even agree with me, just take a look at these screenshots. I know some of the shadows are a little messed up but I’m not sure how to fix that just yet. Mostly this post is just to show some more progress work as I get closer and closer to the deadline and completion.

Prop Department: Slush Fund Dev Blog

18 04 2011

Still keeping the map name as “Slush Fund” for the moment. However I have been hard at work finishing texturing the map, as well as making lighting adjustments and adding props. Prop additions are coming along nicely, I had to dig into some publicly-released content from TF2maps.net in order to populate the vault with some riches but I think it’s turning out pretty well.

Second Capture point with some added walls

RED spawn now with a vent system running through it.

A room full of Data Reels. Lighting needs some work.

Some stacks of gold bars in the Vault

A safety deposit box room for added scenery.

Another look at the Vault

Looking a bit more like a bank now.

Added some signs to the building exteriors

Beginning to populate the Warehouse

Lastly, as an added bonus, here’s a screengrab taken from the playtest where the server host hacked in a bunch of sentry turrets all tied to his player and then created a laser light show with the Wrangler.